aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/animation.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/sword2/animation.cpp')
-rw-r--r--engines/sword2/animation.cpp535
1 files changed, 535 insertions, 0 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
new file mode 100644
index 0000000000..2ba5df6792
--- /dev/null
+++ b/engines/sword2/animation.cpp
@@ -0,0 +1,535 @@
+/* Copyright (C) 1994-1998 Revolution Software Ltd.
+ * Copyright (C) 2003-2006 The ScummVM project
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ */
+
+#include "common/stdafx.h"
+#include "common/file.h"
+#include "common/config-manager.h"
+#include "common/system.h"
+#include "sound/vorbis.h"
+#include "sound/mp3.h"
+
+#include "sword2/sword2.h"
+#include "sword2/defs.h"
+#include "sword2/maketext.h"
+#include "sword2/resman.h"
+#include "sword2/sound.h"
+#include "sword2/animation.h"
+
+namespace Sword2 {
+
+AnimationState::AnimationState(Sword2Engine *vm)
+ : BaseAnimationState(vm->_mixer, vm->_system, 640, 480), _vm(vm) {
+}
+
+AnimationState::~AnimationState() {
+}
+
+#ifdef BACKEND_8BIT
+
+void AnimationState::setPalette(byte *pal) {
+ _vm->_screen->setPalette(0, 256, pal, RDPAL_INSTANT);
+}
+
+#else
+
+void AnimationState::drawTextObject(SpriteInfo *s, byte *src) {
+ OverlayColor *dst = _overlay + RENDERWIDE * s->y + s->x;
+
+ // FIXME: These aren't the "right" colours, but look good to me.
+
+ OverlayColor pen = _sys->RGBToColor(255, 255, 255);
+ OverlayColor border = _sys->RGBToColor(0, 0, 0);
+
+ for (int y = 0; y < s->h; y++) {
+ for (int x = 0; x < s->w; x++) {
+ switch (src[x]) {
+ case 1:
+ dst[x] = border;
+ break;
+ case 255:
+ dst[x] = pen;
+ break;
+ default:
+ break;
+ }
+ }
+ dst += RENDERWIDE;
+ src += s->w;
+ }
+}
+
+#endif
+
+void AnimationState::clearScreen() {
+#ifdef BACKEND_8BIT
+ memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight);
+#else
+ OverlayColor black = _sys->RGBToColor(0, 0, 0);
+
+ for (int i = 0; i < _movieWidth * _movieHeight; i++)
+ _overlay[i] = black;
+#endif
+}
+
+void AnimationState::updateScreen() {
+#ifdef BACKEND_8BIT
+ byte *buf = _vm->_screen->getScreen() + ((480 - _movieHeight) / 2) * RENDERWIDE + (640 - _movieWidth) / 2;
+
+ _vm->_system->copyRectToScreen(buf, _movieWidth, (640 - _movieWidth) / 2, (480 - _movieHeight) / 2, _movieWidth, _movieHeight);
+#else
+ _sys->copyRectToOverlay(_overlay, _movieWidth, 0, 0, _movieWidth, _movieHeight);
+#endif
+ _vm->_system->updateScreen();
+}
+
+void AnimationState::drawYUV(int width, int height, byte *const *dat) {
+#ifdef BACKEND_8BIT
+ _vm->_screen->plotYUV(_lut, width, height, dat);
+#else
+ plotYUV(width, height, dat);
+#endif
+}
+
+MovieInfo MoviePlayer::_movies[] = {
+ { "carib", 222, false },
+ { "escape", 187, false },
+ { "eye", 248, false },
+ { "finale", 1485, false },
+ { "guard", 75, false },
+ { "intro", 1800, false },
+ { "jungle", 186, false },
+ { "museum", 167, false },
+ { "pablo", 75, false },
+ { "pyramid", 60, false },
+ { "quaram", 184, false },
+ { "river", 656, false },
+ { "sailing", 138, false },
+ { "shaman", 788, true },
+ { "stone1", 34, false },
+ { "stone2", 282, false },
+ { "stone3", 65, false },
+ { "demo", 60, false },
+ { "enddemo", 110, false }
+};
+
+MoviePlayer::MoviePlayer(Sword2Engine *vm)
+ : _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
+}
+
+void MoviePlayer::openTextObject(MovieTextObject *obj) {
+ if (obj->textSprite)
+ _vm->_screen->createSurface(obj->textSprite, &_textSurface);
+}
+
+void MoviePlayer::closeTextObject(MovieTextObject *obj) {
+ if (_textSurface) {
+ _vm->_screen->deleteSurface(_textSurface);
+ _textSurface = NULL;
+ }
+}
+
+void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {
+ if (obj->textSprite && _textSurface) {
+#ifdef BACKEND_8BIT
+ _vm->_screen->drawSurface(obj->textSprite, _textSurface);
+#else
+ if (anim)
+ anim->drawTextObject(obj->textSprite, _textSurface);
+ else
+ _vm->_screen->drawSurface(obj->textSprite, _textSurface);
+#endif
+ }
+}
+
+/**
+ * Plays an animated cutscene.
+ * @param filename the file name of the cutscene file
+ * @param text the subtitles and voiceovers for the cutscene
+ * @param leadInRes lead-in music resource id
+ * @param leadOutRes lead-out music resource id
+ */
+
+int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes) {
+ Audio::SoundHandle leadInHandle;
+
+ // This happens if the user quits during the "eye" smacker
+ if (_vm->_quit)
+ return RD_OK;
+
+ if (leadInRes) {
+ byte *leadIn = _vm->_resman->openResource(leadInRes);
+ uint32 leadInLen = _vm->_resman->fetchLen(leadInRes) - ResHeader::size();
+
+ assert(_vm->_resman->fetchType(leadIn) == WAV_FILE);
+
+ leadIn += ResHeader::size();
+
+ _vm->_sound->playFx(&leadInHandle, leadIn, leadInLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
+ }
+
+ byte *leadOut = NULL;
+ uint32 leadOutLen = 0;
+
+ if (leadOutRes) {
+ leadOut = _vm->_resman->openResource(leadOutRes);
+ leadOutLen = _vm->_resman->fetchLen(leadOutRes) - ResHeader::size();
+
+ assert(_vm->_resman->fetchType(leadOut) == WAV_FILE);
+
+ leadOut += ResHeader::size();
+ }
+
+ _leadOutFrame = (uint)-1;
+
+ int i;
+
+ for (i = 0; i < ARRAYSIZE(_movies); i++) {
+ if (scumm_stricmp(filename, _movies[i].name) == 0) {
+ _seamless = _movies[i].seamless;
+ if (_movies[i].frames > 60)
+ _leadOutFrame = _movies[i].frames - 60;
+ break;
+ }
+ }
+
+ if (i == ARRAYSIZE(_movies))
+ warning("Unknown movie, '%s'", filename);
+
+#ifdef USE_MPEG2
+ playMPEG(filename, text, leadOut, leadOutLen);
+#else
+ // No MPEG2? Use the old 'Narration Only' hack
+ playDummy(filename, text, leadOut, leadOutLen);
+#endif
+
+ _snd->stopHandle(leadInHandle);
+
+ // Wait for the lead-out to stop, if there is any. Though don't do it
+ // for seamless movies, since they are meant to blend into the rest of
+ // the game.
+
+ if (!_seamless) {
+ while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
+ _vm->_screen->updateDisplay();
+ _vm->_system->delayMillis(30);
+ }
+ }
+
+ if (leadInRes)
+ _vm->_resman->closeResource(leadInRes);
+
+ if (leadOutRes)
+ _vm->_resman->closeResource(leadOutRes);
+
+ return RD_OK;
+}
+
+void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
+ uint frameCounter = 0, textCounter = 0;
+ Audio::SoundHandle handle;
+ bool skipCutscene = false, textVisible = false;
+ uint32 flags = Audio::Mixer::FLAG_16BITS;
+ bool startNextText = false;
+
+ byte oldPal[256 * 4];
+ memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));
+
+ AnimationState *anim = new AnimationState(_vm);
+
+ if (!anim->init(filename)) {
+ delete anim;
+ // Missing Files? Use the old 'Narration Only' hack
+ playDummy(filename, text, leadOut, leadOutLen);
+ return;
+ }
+
+ // Clear the screen, because whatever is on it will be visible when the
+ // overlay is removed. And if there isn't an overlay, we don't want it
+ // to be visible during the cutscene. (Not all cutscenes cover the
+ // entire screen.)
+ _vm->_screen->clearScene();
+ _vm->_screen->updateDisplay();
+
+#ifndef SCUMM_BIG_ENDIAN
+ flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
+#endif
+
+ while (!skipCutscene && anim->decodeFrame()) {
+ // The frame has been drawn. Now draw the subtitles, if any,
+ // before updating the screen.
+
+ if (text && text[textCounter]) {
+ if (frameCounter == text[textCounter]->startFrame) {
+ openTextObject(text[textCounter]);
+ textVisible = true;
+
+ if (text[textCounter]->speech) {
+ startNextText = true;
+ }
+ }
+
+ if (startNextText && !_snd->isSoundHandleActive(handle)) {
+ _snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
+ startNextText = false;
+ }
+
+ if (frameCounter == text[textCounter]->endFrame) {
+ closeTextObject(text[textCounter]);
+ textCounter++;
+ textVisible = false;
+ }
+
+ if (textVisible)
+ drawTextObject(anim, text[textCounter]);
+ }
+
+ anim->updateScreen();
+ frameCounter++;
+
+ if (frameCounter == _leadOutFrame && leadOut)
+ _vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
+
+ OSystem::Event event;
+ while (_sys->pollEvent(event)) {
+ switch (event.type) {
+#ifndef BACKEND_8BIT
+ case OSystem::EVENT_SCREEN_CHANGED:
+ anim->buildLookup();
+ break;
+#endif
+ case OSystem::EVENT_KEYDOWN:
+ if (event.kbd.keycode == 27)
+ skipCutscene = true;
+ break;
+ case OSystem::EVENT_QUIT:
+ _vm->closeGame();
+ skipCutscene = true;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ if (!skipCutscene) {
+ // Sleep for one frame so that the last frame is displayed.
+ _sys->delayMillis(1000 / 12);
+ }
+
+ if (!_seamless) {
+ // Most movies fade to black on their own, but not all of them.
+ // Since we may be hanging around in the cutscene player for a
+ // while longer, waiting for the lead-out sound to finish,
+ // paint the overlay black.
+
+ anim->clearScreen();
+ }
+
+ // If the speech is still playing, redraw the subtitles. At least in
+ // the English version this is most noticeable in the "carib" cutscene.
+
+ if (textVisible && _snd->isSoundHandleActive(handle))
+ drawTextObject(anim, text[textCounter]);
+
+ if (text)
+ closeTextObject(text[textCounter]);
+
+ anim->updateScreen();
+
+ // Wait for the voice to stop playing. This is to make sure that we
+ // don't cut off the speech in mid-sentence, and - even more
+ // importantly - that we don't free the sound buffer while it's in use.
+
+ if (skipCutscene)
+ _snd->stopHandle(handle);
+
+ while (_snd->isSoundHandleActive(handle)) {
+ _vm->_screen->updateDisplay(false);
+ _sys->delayMillis(100);
+ }
+
+ if (!_seamless) {
+ // Clear the screen again
+ anim->clearScreen();
+ anim->updateScreen();
+ }
+
+ _vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
+
+ delete anim;
+}
+
+/**
+ * This just plays the cutscene with voiceovers / subtitles, in case the files
+ * are missing.
+ */
+
+void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
+ if (!text)
+ return;
+
+ int frameCounter = 0, textCounter = 0;
+
+ byte oldPal[256 * 4];
+ byte tmpPal[256 * 4];
+
+ _vm->_screen->clearScene();
+
+ // HACK: Draw instructions
+ //
+ // I'm using the the menu area, because that's unlikely to be touched
+ // by anything else during the cutscene.
+
+ memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
+
+ byte *data;
+
+ // Russian version substituted latin characters with cyrillic. That's
+ // why it renders completely unreadable with default message
+ if (Common::parseLanguage(ConfMan.get("language")) == Common::RU_RUS) {
+ byte msg[] = "Po\344uk - to\344\345ko pev\345: hagmute k\344abuwy Ucke\343n, u\344u nocetute ca\343t npoekta u ckava\343te budeo po\344uku";
+ data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
+ } else {
+ // TODO: Translate message to other languages?
+#ifdef USE_MPEG2
+ byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
+#else
+ byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or recompile ScummVM with MPEG2 support";
+#endif
+
+ data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
+ }
+
+ FrameHeader frame_head;
+ SpriteInfo msgSprite;
+ byte *msgSurface;
+
+ frame_head.read(data);
+
+ msgSprite.x = _vm->_screen->getScreenWide() / 2 - frame_head.width / 2;
+ msgSprite.y = MENUDEEP / 2 - frame_head.height / 2;
+ msgSprite.w = frame_head.width;
+ msgSprite.h = frame_head.height;
+ msgSprite.type = RDSPR_NOCOMPRESSION;
+ msgSprite.data = data + FrameHeader::size();
+
+ _vm->_screen->createSurface(&msgSprite, &msgSurface);
+ _vm->_screen->drawSurface(&msgSprite, msgSurface);
+ _vm->_screen->deleteSurface(msgSurface);
+
+ free(data);
+
+ // In case the cutscene has a long lead-in, start just before the first
+ // line of text.
+
+ frameCounter = text[0]->startFrame - 12;
+
+ // Fake a palette that will hopefully make the text visible. In the
+ // opening cutscene it seems to use colours 1 (black) and 255 (white).
+
+ memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));
+ memset(tmpPal, 0, sizeof(tmpPal));
+ tmpPal[255 * 4 + 0] = 255;
+ tmpPal[255 * 4 + 1] = 255;
+ tmpPal[255 * 4 + 2] = 255;
+ _vm->_screen->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
+
+ Audio::SoundHandle handle;
+
+ bool skipCutscene = false;
+
+ uint32 flags = Audio::Mixer::FLAG_16BITS;
+
+#ifndef SCUMM_BIG_ENDIAN
+ flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
+#endif
+
+ while (1) {
+ if (!text[textCounter])
+ break;
+
+ if (frameCounter == text[textCounter]->startFrame) {
+ _vm->_screen->clearScene();
+ openTextObject(text[textCounter]);
+ drawTextObject(NULL, text[textCounter]);
+ if (text[textCounter]->speech) {
+ _snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
+ }
+ }
+
+ if (frameCounter == text[textCounter]->endFrame) {
+ closeTextObject(text[textCounter]);
+ _vm->_screen->clearScene();
+ _vm->_screen->setNeedFullRedraw();
+ textCounter++;
+ }
+
+ frameCounter++;
+ _vm->_screen->updateDisplay();
+
+ KeyboardEvent *ke = _vm->keyboardEvent();
+
+ if ((ke && ke->keycode == 27) || _vm->_quit) {
+ _snd->stopHandle(handle);
+ skipCutscene = true;
+ break;
+ }
+
+ // Simulate ~12 frames per second. I don't know what frame rate
+ // the original movies had, or even if it was constant, but
+ // this seems to work reasonably.
+
+ _sys->delayMillis(90);
+ }
+
+ // Wait for the voice to stop playing. This is to make sure that we
+ // don't cut off the speech in mid-sentence, and - even more
+ // importantly - that we don't free the sound buffer while it's in use.
+
+ while (_snd->isSoundHandleActive(handle)) {
+ _vm->_screen->updateDisplay(false);
+ _sys->delayMillis(100);
+ }
+
+ closeTextObject(text[textCounter]);
+
+ _vm->_screen->clearScene();
+ _vm->_screen->setNeedFullRedraw();
+
+ // HACK: Remove the instructions created above
+ Common::Rect r;
+
+ memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
+ r.left = r.top = 0;
+ r.right = _vm->_screen->getScreenWide();
+ r.bottom = MENUDEEP;
+ _vm->_screen->updateRect(&r);
+
+ // FIXME: For now, only play the lead-out music for cutscenes that have
+ // subtitles.
+
+ if (!skipCutscene && leadOut)
+ _vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
+
+ _vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
+}
+
+} // End of namespace Sword2